Fixed UI Windows, New Cutscene Features! (Guardians of RPG v 1.02 Update)


Hello everyone!

It's Monday, which means I promised myself and you all that I would be giving a weekly update report on my progress for the new version of the game. I have met some of my goals, some requiring a new way of thinking for me, and I have plans for the future moving on.

Previous Goals

Inventory Window

I have successfully added the "use" button to the window. The "use" button will only work on food, or medical items. Every other item (healing items, priority item, stat changing item, key item) will be used either during battle or even they stories calls for it. Food items heal health and medical items heal health and or status conditions, which can be used outside of battle and whether or not the story requires it. I believe this makes me officially done with the playing settings UI elements.

New Cutscene Features

I have created a new Cutscene feature as well (and by created I mean I just implemented). Now instead of mindlessly clicking through the next button until a cutscene is over, you will now have the option to effect the story in certain ways. In the previous version, a cutscene was employed based on an array of commands. In this upcoming version , cutscenes are created to operate like a graph, with decision nodes that branch into different action nodes (the idea is very similar to a flow chart used for video game story development). I'm really excited to see how far I can take this new method now that it's finally been implemented into the game.

Other Features

I have created story markers in the game that get triggered every time a cut scene is completed or a certain action in a cut scene has taken place. This way, I am able to save the value of the markers when a user saves the game, and fill in the value of the markers when the user wishes to continue where they left off. In other words, the save feature is officially completed! The only thing left to do is to create all of the story markers for Chapters 1 and 2, which will require me to complete all of the cutscenes for said chapters.

New Goals

My new goals are to finish creating the other scenes for Tiro Town with this new feature in mind. New cutscenes will even have to be made to account for there being now more options and results to choose from. For Tiro Town, there should be around 13 total I need to create.

I also want to redesign the fight actions in my game to resemble more DnD styles of fighting along with my love for RPG style games like Pokemon. This will require me to rework my old Guardians of RPG API that I've developed since my university days, which is always fun lol... Send help.

Special Thanks

I want to take some time out to thank the people who have been watching the development logs so far. I know it's just been me rambling about the game with a few pics here and there, but this has been a real dream of mine to develop a video game from the ground up, and every view, every time you play the old demo version, it gives me another reason to keep going. So if you wanna see more dev logs from me and don't want to miss out on the next version of the game when it launches, consider following me on the platform. Don't be afraid to leave a comment as well.

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